Commit Graph
11 Commits
Author SHA1 Message Date
Sam SungandClaude Opus 5.5 781bf36ab3 Key input follows the client's walks; stock login takes typing (#1027)
Key input follows the client's walks: key-down (`0x765f10`), char (`0x765df0`), key-up to the recorded consumer (`0x765fd0`) and repeat (`0x766070`).

- EditBoxes are in the walk from creation (`0x779ced`), so the stock login's boxes take typing; only a focused box consumes. A box declines PRINTSCREEN and unaltered arrows on an `ignoreArrows` box, so stack-split steps under a focused chat box. A binding's press records the world frame.
- Repeats follow the pressed-key list, so a held key resumes after alt-tab. Chords reach a box only through the walk. Keys the client can't name walk nowhere.
- The stock login reads the agreements before its first screen. Cinematics returns to login (no movie player; Deviation). The Realmlist box has its middle border.
- Alt+F4 closes the window on Windows and Linux (Deviation: the reference relies on the OS).

Fixes #179
Fixes #1003
Fixes #1004
Fixes #1005
Fixes #1019

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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:07:34 +07:00
Sam SungandClaude Opus 5.5 34b7c30af2 The core loads the chain's Bindings.xml and DefaultBindings.wtf, and every command runs its stock body (#587)
The core now loads the chain's `Interface\FrameXML\Bindings.xml` after the `FrameXML.toc` rows, as the reference's UI load does. The load checks the file at `0x48fff9` and loads it through the addons' loader `0x4b6f70` at `0x490018`. The default keys come from the chain's `WTF\DefaultBindings.wtf` (`0x4b62b0`). Every command now runs the stock file's own body, and the registry compiled into benilla, with its 91 retyped bodies, is deleted.

- **The loader's rules (`0x4b6f70`).** It reads the root's children only and skips empty, `debug="true"` and non-Windows rows. A second definition of a name is skipped, and duplicate headers are refused.
- **Keys and commands are separate tables, as in 1.12.** `SetBinding` never reads the command (`0x4b7490`). `RunBinding` runs the body in the VM. `RunCommand` sets `keystate` around the body and clears it after (`0x4b7c42`).
- **Engine behaviour sits behind the Lua globals the bodies call.** These are the movement, turn and mouse-steer bits. Focus loss clears the direction bits and keeps the mouse pair (`0x514490`). One key's stop clears its bit, as `0x514b70` does, so releasing W while UP is held stops the character.
- **Behaviour changes that follow the stock bodies.**
  - The nameplate keys (V, Shift-V, Ctrl-V) now run the stock bodies.
  - ALT-Z runs `CloseAllWindows(); UIParent:Hide()`.
  - The minimap, sound, stance and bonus-bar keys call their stock functions.
  - The wheel zooms one `CameraZoomIn(1.0)` per notch.
- **Platform.** benilla answers as the PC build, so a `platform="mac"` row does not register on any OS.

Verified:
- New tests: a fixture `Bindings.xml` (reordered, edited, and with debug, empty, nested and Mac rows) drives the command list, defaults and bodies. The V keys follow the stock bodies. No stock body's text remains in the tree. Every stock body's calls resolve after a production load. Each test fails with its change undone.
- `scripts/gates.sh` and `scripts/smoke.sh` are green.
- A live run with `WOW_GM=off`:
  - W and Space moved and jumped.
  - B toggled the backpack.
  - 1 reached `UseAction`.
  - V, Shift-V and Ctrl-V behaved as the stock bodies do.

Built on macOS; no platform seam touched.

Fixes #570
Fixes #563

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Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:51:21 +07:00
Sam SungandClaude Opus 5.5 4f8350c9ed String literals and test names in benilla-app carry no record numbers (#368)
The strings pass for `benilla-app`, the last crate: string literals and test names lose the private record numbers and the workspace's words that a comment pass cannot touch.

Fixes #92. Fixes #36.

- **Messages.** About 230 assertion, panic, `expect` and log messages, printed tool labels, and comments inside embedded Lua fixtures drop their record numbers; the eight that named "the director" keep their fact in plain words. Stale claims in a few messages are corrected on the way (a cast-bar step, a font line, the every-shot recompute).
- **Names.** Seven test and helper names that carried a record number or "director" now say what they check. `git grep` found no other use of any of them.
- **Player files.** The key-bindings file's header and `config.toml`'s header each lose a record citation. Neither header is compared when the file is read back: the bindings reader skips every `#` line, and `config.toml`'s header is a TOML comment.
- **Fixtures.** Test fixtures use neutral character, account and frame names.
- **#36.** The quest-material test labels GameObject type 10 GOOBER (in 1.12, 3 is CHEST, 9 TEXT, 10 GOOBER); the code under test was already right, and the comments were fixed with the comment pass.
- **Verification.** With comments stripped and every literal's contents masked, each file is identical to main and keeps its literals' line counts, apart from the renamed functions and one rustfmt reflow. `cargo fmt --check` is clean.

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Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 01:06:28 +07:00
Sam SungandClaude Opus 5.5 eba558a5d2 Comments in benilla-app, the UI script layer: one line of fact each, no history, no record numbers (#184)
Part of #41: the first of five `benilla-app` pieces. This one is the UI script layer: `ui_script` with its test harnesses, the text engine and layout (`ui_text`), the UI pass and the UI model panes. Its comments are rewritten to the rule in `docs/METHOD.md`, which is what the code does and the reference fact behind it, in a line. 22,041 comment lines become 7,133.

- **The mechanical strip.** The citations that were only a private record number go first, and each edit is shown to be a pure removal.
- **Wrong facts corrected.** The rewrite corrects the comments that stated wrong facts. Among them:
  - On a fresh login the reference fires `PLAYER_LOGIN` and `PLAYER_ENTERING_WORLD` from the player's create (`0x5deb60` → `0x4908c0`); only a `/reload` goes through `0x490168`. The comments now state both paths.
  - `ComputeStep` (`0x5ca2d0`) applies negative pair kerns and rounds up. It does have a kerning term.
  - A fallback icon global and the retired `UiPanels.xml` panels no longer exist. The comments that named them now describe the stock FrameXML mechanism that replaced them.
  - Stock FrameXML line citations are checked against the stock 1.12 files and corrected, and several misattributed files are fixed (`MainMenuBarArtFrame` lives in `MainMenuBar.xml`).
  - Dozens more turned up on the way: docs sitting on the wrong item, removed functions, stale counts and links.
- **Deviation labels.** "Deviation:" now marks only a choice with a reason. An unbuilt behaviour says so plainly.
- **Verification.** Every file strips to identical code, and `cargo fmt --check` is clean. Five second readers compared every file old against new, restored the facts the rewrite had dropped, and checked each new citation against the code, the stock files, vmangos and the reference.

Behaviour differences the rewrite surfaced are filed as their own issues (#183 among them). The comments here state what the code does. String literals are untouched; they are #92.

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Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 08:20:21 +07:00
SamandClaude Fable 5.1 e436a4e79f Must be in names its form, and the whole client builds headless
- a cast refused for the wrong shapeshift form names it, "Must be in Cat Form", a two-form spell joined the reference's way, and the combat log reads its own buffer rather than the red line (2280, 2285)
- three refusals that never had a combat-log line, totems, reagents and equipped item class, get one; a pet's form refusal names one form (2285)
- the game's plugins are one group and the whole client builds headless in 0.12 s, so the schedule is a test subject: three one-shot consumers caught firing into the login drain are gated (2279)
- the net drain's parameters are named bundles, not nested tuples (2279)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 16:39:46 +07:00
SamandClaude Fable 5.1 afc0731ccc nameplates are frames, guild names go overhead, and the camera pivots
- a nameplate is a real frame under WorldFrame, six regions and a health bar in the reference's order, so pfUI, ShaguTweaks and _Nameplates find and restyle plates instead of seeing none; the plate stays out of the mouse's way in this cut (2148)
- a player's guild shows under their overhead name in angle brackets, the line an NPC's subname already used, gated by the UnitNamePlayerGuild option at its stock on (2149)
- smart camera pivot is on, as 1.12 ships it: a mostly vertical drag with the camera pressed against something tilts the view instead of swinging the arm, easing home on release; in water the pivot rises for a swimmer (2149)
- Follow Terrain and head bob are built and ship off, as in 1.12: Follow Terrain leans the camera up or down the slope you are walking onto, and head bob sways the first-person eye in a figure of eight while you move (2149)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:55:15 +07:00
SamandClaude Fable 5 1c5db5c2c1 landmarks and the Plaguelands towers on the map, no ultrawide crop
- the world map's landmarks: city icons and the Eastern Plaguelands towers, from AreaPOI.dbc through the reference's own three gates (level flags, exploration, world state) — the tower rows are one per (tower, owner, state), so the server flipping a world state swaps which icon exists; and the always-up PvP readout ("Towers Controlled: n") over a new WorldStateUI.dbc loader, the init clearing the table on a zone change as the client does
- the character-select scene holds its authored 4:3 view box: the diagonal-FOV relation was fed the display's aspect, so every extra pixel of width came out of height (1.55× zoom at 21:9, head and feet gone) — now width grows and height never shrinks; the reference does the same and is wrong on the same panel
- a trail particle is stored in world space and drawn raw: Sprint's trail was welded to the chest bone (turn and it swings, run and it wobbles) because the trail was faked by subtracting translation inside a bone-local store; the correction machinery deleted itself, gravity is plain world down, and the emitters' live attach frame is retired
- the spellbook can shrink: `SMSG_REMOVED_SPELL` had no handler, so a talent wipe took the points back and left every rank drawn; and the chat dock's hover driver rides a frame the dock cannot hide, so selecting the Combat Log no longer freezes the tab alphas

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:43:04 +07:00
SamandClaude Fable 5 5360a44f89 event-driven UI feeds, and the character window's cost lets go
- the eight heaviest UI feeds — spellbook, party, character, bags, talents, units, pet, player — rebuild only when an input moved instead of every frame: 216 → 12 µs a frame parked
- the character window's cost settles once it closes: enchant countdowns feed by the second instead of firing an inventory event into all 20 slots every frame, the paper-doll booth parks with its camera, and a window hidden under the cursor fires OnLeave so its tooltip goes with it — the reference's hover-hide law
- the walk stops paying for finished work: the loading-screen tally's per-placement walk latches off once the world is ready, the settled placement spawner is one integer compare, and billboards stop dirtying every card's transform
- never-rendering hierarchy nodes — rig anchors, joints, doodad hosts — keep the hide chain but leave the per-camera visibility sweep: 25,198 → 18,026 swept entities at Goldshire

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:01:11 +07:00
SamandClaude Fable 5 77b54ab3cc glyphs at their true size — the ladder that scrambled text is gone
- text rasterizes every glyph at its exact on-screen size, on demand — the fixed size ladder and its rescale-after-snap are gone, the machinery that left names scrambled and lines off their baseline after a window resize
- the worldport ack now rides the load's completion the way the real client sends it, and the near-teleport echo stands alone as the whole handshake
- a floating combat number whose anchor leaves the screen is destroyed rather than dragged to the border, and a trailing line break ends its line instead of opening a new one
- entering the world, the loading cover provably presents before the UI builds behind it, holds the world's audio while it is up, and fails closed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:45:34 +07:00
SamandClaude Fable 5 047dd3444e the wheel binds, one AddOns screen, text at the true scale
- SetBinding accepts the mouse wheel — the refusal was ours, not the client's — so wheel-bound action buttons press and release like the real thing
- one addon load law: a single arbiter for "can this addon load, and why not", with the out-of-date version gate live
- one AddOns screen — the character-select list, wearing the authored reference layout: roster dropdown, per-character tri-state checkboxes, force-load; the ESC-menu panel is retired, since 1.12's own menu has no AddOns row
- the glyph atlas follows the window scale, so maximised text stops washing out and a title stops measuring wider than it draws; an unpositioned frame positions nothing, instead of landing at the screen origin

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:31:56 +07:00
SamandClaude Fable 5 8c04f876a6 the UI is built per login, and stray beams stay in their rooms
- the in-game UI ends at the character screen and is rebuilt at the next login, so addons that read the character at file scope stop being frozen on whoever logged in first
- everything the host remembers about a UI is keyed on that VM's identity — keybinds, macro icons and every feed survive the rebuild instead of silently pushing nothing
- a ribbon trail rides the room its model is drawn by: Caverns of Time's ninety energy trails stop burning through 200 yards of rock
- the visibility census gains the sky and ribbon lanes it could not see, and the logout leak probe measures after the release instead of accusing every run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:27:39 +07:00